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Posted

I have a mission in which the coalition has to destroy an airbase within a certain time, otherwise the enemy forces take off and attack. The time is over an hour and for testing, it gets quite long for me to do (even with time acceleration). I was thinking of using the F10 menu to add a trigger that would initiate the attack. But I"m not sure how to do this. I think it's done from Add Radio Item but how do I tell it which radio to add to?

Coder - Oculus Rift Guy - Court Jester

Posted

The F10 options aren't linked to a particular radio. These items can be activated from any radio, and the frequency your radios are set to is not relevant. The fact they're in the 'radio' menu at all is purely a UI thing, i.e. it'd be cumbersome to have a separate menu system just for these things.

Posted

So I guess the question is how do I add a trigger to the F10 menu so I can test the mission out? That way I can remove it before releasing the mission, or maybe keep it in in case the host of the mission wants to make it a bit more exciting.

Coder - Oculus Rift Guy - Court Jester

Posted

Just use the 'radio option add' trigger action, you need to supply 1) the text that will be shown in the radio menu, 2) the flag number you want to have the game set to 'true' when the user selects the option and 3) who to add the radio trigger (red/blue/all) - for a test you can just use 'all'. The condition for this trigger can be anything you want. For a test trigger, you can just use 'once' with a condition of 'random 100%' or 'time more than 1 second' or 'unit <player> is alive'. You can of course use a 'unit inside zone' to add the option when the player or another unit reaches a particular area, etc.

 

Then you need another trigger with a condition of 'flag X is true', where X is the flag number you used in the 'radio option add' action. That will then be executed when the player activates the radio option. The radio option will remain in the menu after it's used by the player, so you might want to make one of the actions here 'radio item remove' with the same text + side information in order to remove it. For a test trigger, it doesn't really matter.

 

Any other actions are up to you. If you already have your mission set up so the attack is initiated when a particular flag is set, you can just have your radio trigger set that flag. If it checks for other conditions, you could temporarily add to the conditions '[OR] flag X is set'. If it takes an hour to occur because you have to wait for the units to get into position (i.e. they have an hour of travel time), then you can't use triggers to speed that up.

Posted (edited)

Just be aware that only the host will be able to use the F10 radio menu in a multiplayer mission. As of this patch, and unfortunately judging by the patch notes, probably next patch as well, your only option at this point to allow the clients to send commands that set flags is to use a mod.

Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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